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recent articles
NPC and Item Placement Theory
17/03/05 11:35pm PST
Non-Player Character (NPC) and item placement can influence both the gameflow and immersion of a level. This article aims to give some pointers on how to properly place them.
- Hugh 'Hugh' Lloyd
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Got Props?
13/03/05 08:32am PST
A common problem in HL2 mapping is props not showing up in game. This article explains why and offers solutions.
- Jeff 'Yesukai' Pritchard
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Simulating Randomness
18/12/04 11:29pm PST
This article focuses on how to properly simulate random events that should occur at a certain average frequency, or within a certain probability per period of time.
- Skyler 'Zipster' York
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Your world in HL2
06/12/04 12:17am PST
This article gives tips and advice to anyone wanting to make custom photorealistic textures to be used in Half-Life 2.
- Oksid
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Hiding in Shadow
21/08/04 01:11pm PDT
Describes how to create a function that has monsters disregard you if you are hiding in a certain level of "darkness," which can be set from within map properties.
- Anders [Wolf] Jenbo (NoBody)
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Bump Mapping in Half-Life
08/08/04 11:58am PDT
Details a method of achieving real-time bump mapping in Half-Life, and provides an implementation of the algorithm.
- Francis 'DeathWish' Woodhouse
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Real-Time "TRON 2.0" Glow For Low-Spec Hardware
19/06/04 02:06pm PDT
A sequel to the original "Real-Time 'TRON 2.0' Glow" article, this describes how to implement real-time glow that works on low-spec graphics cards.
- Francis 'DeathWish' Woodhouse
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Hitboxes and Code
05/06/04 06:25pm PDT
How do I make only one part of a monster take damage? Learn about the relationship between model hitboxes and what you can do with them in a characters code.
- Jonathan 'Teh_Freak' Smith
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This tutorial was done on a stock Slackware 9.1 install running Kernel 2.4.22, Wine version 20030911 and a GeForce3 ti200 running the latest Nvidia drivers from Nvidia.com.
Wine is used rather than WineX. I prefer Wine over WineX - this is more for philosophical reasons which I won't get into here. I assume that WineX works, but I make no guarantees. Please comment with your experiences. |
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I am a mapper from way back (Quake 1) and mapping (specificially for Half-Life and CS) has been the one thing that has mandated that I keep a working Windows install on my system. Hammer to my knowledge, does not run on Linux, period. Even with WineX 3.1 and the latest Wine CVS, I have never been able to make it work.[However, QuArk (Quake Army Knife) does works on Linux, and QuArk handles Half-Life mapping quite nicely.
As far as I know, a "Half-Life Linux Mapping How-To" does not yet exist. I am sure that I am not the first person to map on Linux, but if that's the case then no one else has taken the time to list the steps necessary. I figured I'd throw this out there in the hope it will help a few people.
frame
I. Get Wine with OpenGL support
Wine (Wine Is Not an Emulator) is a nifty bit of programming that allows for Windows binaries to run on a Linux/Unix platform through the use of a compatibility layer. This extra layer of programming lies between the binaries and the operating system, and it 'tricks' the executable into thinking it is running on a Windows machine. If you don't have Wine, you'll need to obtain it from www.winehq.com. I used Wine release 20030911, but any of the newer versions will work. Wine release 20031118 is the most recent version at the time of this writing. Of course, you will need Wine to be compiled with OpenGL support, both for QuArk to display the OpenGL 3D window, and for Half-Life to run at all. This article at Linuxgames.com is the best I know of for compiling Wine with OpenGL support, and I am not going to take the time to re-write what has already been written. The article also explains how to install Half-Life, but that should be pretty straight forward once Wine is installed. For mods like CS that require Steam, Overflowed has written this article.
II. Get QuArK and Python
After following the above steps, you should have a working Wine install with OpenGL compiled and functioning, and Half-life running satisfactorily. There are many versions of QuArk available, and most if not all will work with Wine. The one issue is that versions are available with an installer (.exe), or as a snapshot (.zip). The installer that comes with QuArk 6.4.0 alpha 1 and alpha 2 does not work with Wine. The snapshots are simply a zipped up copy of the QuArk file tree, and these work perfectly. Some older version of QuArk will work as well. I have included instructions for several versions of QuArk, if you have problems with one, try another.
QuArK Version 6.3.0 requires Python 1.5.x. If you wish to install this version, you must first install Python. Ignore the link given on the QuArk Download page for the minipy1.5b.exe. The installer used for minipy1.5b.exe is incompatible with Wine, and will not install correctly. You'll need the full Python libraries available at www.python.org. The version to download is Python 1.5.2, and the Windows installer is available here.
QuArk Versions 6.4.0 Alpha 1 and Alpha 2 come bundled with Python 2.2.3, so no additional downloads are needed
III. Install Python (only needed for version 6.3.0)
From within a terminal, cd to the directory you saved the file to, and then run the installer:
cd /directory/to/python wine py152.exe |
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The install should be straight-forward; The only malfunction was that my gnome-terminal went "beserk" (random numbers/letters scrolling across the screen uncontrollably) when the install finished. This is a common issue with Wine and certain versions of install shield, but this should not affect the actual install process.
IV. Install QuArK
Installing QuArk 6.3.0
Download the file from here. From within a terminal, cd to the directory that you saved the file to and run the installer:
cd /path/to/quark wine quark_v6.3.0.EXE |
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The QuArK installation will start. I had no problems at all here, and the install is very straight forward.
Installing QuArk 6.4.0 Alpha 1 or Alpha 2
Download the snapshots for alpha 1 or alpha 2.
From within a terminal, unzip the file in the desired location:
unzip quark-win32-20031122.zip |
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You can put the file tree anywhere you want, but it is probably easiest to place it in your wine 'C' drive.
V. Running QuArK
A note regarding running QuArk. The only way I am able to run QuArk and have it function correctly is to cd into the install directory in a terminal and run the executables by hand.
Example: My Wine directories are located in my /home folder under Wine. To run QuArk:
cd /home/slight/Wine/C/QuArk\ 6.3/ wine QuArk.exe |
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This is the case with many applications run under wine. Wally will need to be run this way as well. You did download Wally, didn't you?
VI. Compiling a Map
Once QuArK is up and running, I would suggest downloading and installing Zoner's Half-Life tools. This will give you 4 files needed for map compiling: hlcsg.exe, hlbsp.exe, hlvis.exe, and hlrad.exe. Throw all of these files in the same directory where you put QuArK, and then modify QuArK's settings to point to the files for compilation. They should be listed in the order that I have them listed above (i.e, CSG runs, then BSP, then VIS, and finally RAD).
Check the QuArK website for documentation on setting up your compile and general mapping options and storage directories. For those of you familiar with Hammer or Worldcraft, this should seem pretty straight forward.
I did have to slightly modify the default setup, as for one reason or another when you run the GO! (textures+build+Half-Life) option under the Half-Life menu it will only run CSG. So you have to run the BSP, VIS, and RAD portions manually.
From within a map in QuArk, click on Half-Life then the Customize menu. Click on the GO! (textures+build+half-life) option and uncheck all of the build tools except for hlcsg.exe (1st tool). Next, click on the &QBSP; (BSP file creation) option, and uncheck hlcsg.exe (1st tool), and leave it so that only the hlbsp.exe (2nd tool) is checked. Double check that the &VIS; (Visibility list) option only has the hlvis.exe (3rd tool) checked, and that the &LIGHT; (light projection) option only has hlrad.exe (4th tool checked.
Now, when you need to compile a map all you do is click on the GO! (textures+build+Half-Life) button under the Half-Life menu, and this will run hlcsg.exe. Then click on the &BSP; button to build the BSP file, and then do VIS and light (RAD) and you should end up with a working yourmap.bsp in whatever directory you specified in QuArk's main options. It would, of course, be possible to use a scripting language to automate this process further.
VII. Conclusion
This should be enough to get you up and running. If OpenGL support for Wine compiled correctly then all the mapping tools along with the OpenGL 3D window should function normally. As with any application run under wine the application may exhibit odd behaviour from time to time, although QuArk has run as smooth for me under wine as it does under windows.
Of course, what article would be complete without a screenshot of some nice Half-Life Linux mapping action?
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article created on Thu Dec 04, 2003 / 04:40pm PST
this item has been viewed 220 times
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[general / general]
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Only registered users can post comments. Have you registered yet?
26 results, 2 pages, viewing page 1. prev [ 1 2 ] next
user comments
displaying comments of normal or higher rating
1. |
Vegard 'XargoL' Edvardsen
Thu Dec 25, 2003 / 05:56am PST
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Why are we still using Windows?
It's a pity Hammer doesn't work under Linux/Wine, but I guess it would be a lot of work for VALVE to keep track of two Hammer versions. |
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Geoff "DarkDruid" Bathauer
Thu Dec 25, 2003 / 09:55am PST
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You could also use QERadiant. That now supports half-life. And it works on Lunix, Windows, and even Mac. |
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SpazticClown
Thu Dec 25, 2003 / 10:27pm PST
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Wow, next thing you know valve will make games for linux only, do I smell the downfall of windows. (oh please!!!) |
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Jorkapp
Fri Dec 26, 2003 / 10:00pm PST
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Strangely, HL2 is written in Direct3D 9, and no linux client in sight...
Sounds like Valve is turning towards windows... |
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5. |
SysRq
Sat Dec 27, 2003 / 08:34pm PST
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Yes GTKRadiant supports Half-Life now but not on thier linux version only thier windows port sadly. On another topic FreeBSD is not alsa known as Unix and it does not run most linux apps the same or better, linux apps have to be ported via modifications to code or run though a compatibility layer in order to run on FreeBSD. FreeBSD is NOT Unix, it is a open source branch from BSD. Please do not spread ignorance around regarding unixes and linuxes. comment modified on Sat Dec 27, 2003 / 09:47pm PST |
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6. |
Bob Dizzy Steels
Sun Dec 28, 2003 / 10:47am PST
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Yeah! The one and only reason I keep windoze is mapping! But, I strongly suggest you to compile the unix souce of zhlt and then use them to compile, way better than "emulating" the windows executables. I'll put my hands to work to get that stuff runnin right now!
Great! |
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7. |
Randall 'slightcrazed' Walls
Mon Dec 29, 2003 / 05:38am PST
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Dizzy, ZHLT has Unix source? Last I knew ZHLT was only partially viable on a Unix based system (i.e. the source would not fully compile and some features were missing).
As for running the Window's executables using Wine, they seem to work reasonably well, and I have not noticed much in the way of slowdowns at all. Wine does not do true emulation, it only mimics a windows environment, and because of this it is not performance limited as much as you would expect. Still, if I can get ZHLT to compile on my slackware box I would much prefer to just write a quick bash script to do the compiling for me.
slight |
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8. |
Marco Leise
Fri Jan 02, 2004 / 03:39pm PST
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VALVe's coders were former Microsoft employees so we can be lucky that we can at least design levels under Linux. A Linux (or even Mac) port of QuArK is thought about from time to time. But at the moment the tendency goes away from Delphi7/Kylix3 to C++. I am also coding on QuArK from time to time and I must say that I am not really motivated to work a lot on the Delphi source when the C port will be released in a few months. So it is good to see that it works under Wine at least for now. In five years I guess QuArK will have a native Linux compile, too. *g* |
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9. |
Bob Dizzy Steels
Fri Jan 02, 2004 / 09:46pm PST
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Yea, zhlt strangely has a unix port. I got it to compile time ago, but now im stuck with gcc 3, at least i think thats the problem y it wont compile now. Anyway, a map editor like hammer doesn't seem to be such a terribly trivial app. I don't code, so it isn't up to me i guess.
Of course its better to compile your maps with linux zhlt than emulated, and of course it's a 1000 times cooler to give away a map that's been "compiled with linux". Make sure to put a penguin in the map |
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10. |
Peter Brett
Sun Jan 04, 2004 / 12:59am PST
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Great article! We get a lot of people asking about using QuArK on Linux.
The installer that comes with QuArk 6.4.0 alpha 1 and alpha 2 does not work with Wine. |
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Thanks for pointing this out - I hadn't really thought about it! Future distributions will always provide a zip file with Win32 binaries for the benefit of Wine users... |
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11. |
Randall 'slightcrazed' Walls
Mon Jan 05, 2004 / 01:28pm PST
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Peter that would be awesome. Hopefully the binaries will continue to be compatible with wine, and that will make upgrading to future releases the least painful. Newer versions of installshield and several other installers don't play well with wine, at least not without some serious tweaking. I'm going to keep up with this as best as I can whenever new quark releases come out and test for compatibility.
slight |
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12. |
Alex "Y_Less" Cole
Tue Jan 06, 2004 / 01:40am PST
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This could be very useful thanks. I am currently working on a system to make HL maps for the PS2 version using the linux PS2 SDK (I haven't yet figured out how to import them into the game but i'm working on it - I think they actually use a different format just to be perverse, I'll have to work it out.) But anyway, if I get it finished, I'll post a tutorial. |
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13. |
Stanislav "Nemo1024" Sokolov
Sun Jan 11, 2004 / 12:05pm PST
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Some time ago I invested a bit of effort to make Merl's Custom Build 17 to compile and work under Linux, with limited success (there is something funny going on with texture parsing in HLCSG). Here is a copy my post from the ZHLT thread:
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I made a port of the 1.7 source files to Linux. I spent one day fixing all the things that prevented the tools from compiling, and finally got a success. The greatest offender was netvis, as well as the new additions of wadautodetection. The tools were compiled with gcc 3.2.2 and CommonC++ 1.9.7 under Linux 2.4.20
The modified source can be found here: mhlt-253-17-unix.tar.gz
The changes I made are documented in Changes.txt file. The changes made to the source are marked with //SSS comment.
Having said that, please note the the tools have at least two known bugs, that I am unable to fix without the knowledge of the inner workings of the tools. The most noticable ones are:
- Specifying a wadinclude file crashes hlcsg with seg.fault. - WAD_ROOT environment variable works, but all DOS-style path delimiters '\' must be replaces with UNIX-style '/' in the MAP-file before attempting to compile them. - Only last wad file in the list in the MAP-file gets included into the final bsp after the CSG process. This happens independently of wether wadautodetect switch is used or not. - All maps I tested with the tools compile, but the more complex ones (with lots of non-coplanar faces) crash Half-Life with "Bad surface extent" message. I believe this was also mentioned as a possible problem of compiling unde Linux by the Remote Compile System group.
I have sent the modified code to Antony, but have not got any reply so far.
I would welcome anyone with a better knowledge of the compile tools to look into these problems, and espcially to doublecheck that the changes made by me do not break the tools.
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Hope you find it interesting. And mind you, I did compile several maps as long as the CSG part is done under Windows environment (such as WINE). The only reason that I went to such pains is because I needed to NetVIS. Badly! |
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14. |
Bob Dizzy Steels
Sun Jan 11, 2004 / 10:51pm PST
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Stanislav, that is all very interesting. I could get your source to compile, except netvis, but I never used that anyway. Still, if I compile the map I get that bad surface etxtent error. Sad. I'll try to run hlcsg with wine.
Greetings, --Steels |
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15. |
Stanislav "Nemo1024" Sokolov
Mon Jan 12, 2004 / 12:16pm PST
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Strange, netvis compiled for me, especially since netvis was my motivation to fix the code. Are you sure you set up Common C++ correctly - I remember it was the greatest source of trouble? What error messages do you get? |
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16. |
Adam Foster
Mon Jan 12, 2004 / 05:04pm PST
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I found the bug report relating to Hammer - perhaps if everyone votes for it, it'll get fixed sooner.
http://bugs.winehq.com/show_bug.cgi?id=1374
I wonder if it's something trivial preventing the 3D view from appearing when running under Wine - everything else seems to work fine, and the processor load on my machine seems to indicate it's rendering something, it's just not getting to the screen.
Anyway, vote, vote, VOTE! |
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17. |
Randall 'slightcrazed' Walls
Tue Jan 13, 2004 / 12:04pm PST
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My guess is that the issue with Wine and Hammer is OpenGL or DirectX related. I believe that the 3D window that Hammer uses is OpenGL based, but it may make some calls that are not supported by Wine (i.e. using unsupported DirectX functions). This may or may not change in the future.
FYI, I recently upgraded to kernel 2.6.1, and I will be checking this kernel along with the newest version of Wine to see if QuArk remains useable.
slight |
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18. |
Randall 'slightcrazed' Walls
Tue Jan 13, 2004 / 08:17pm PST
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Good news...... and Bad news.
First, the bad news: As had been reported by several people via e-mail, wine 20031212 does NOT work with Quark. I am able to get the main Window of Quark open, however multiple error messages are reported when trying to open a .map or .qrk file. So for now, stick with wine 20030911, It works. I'll continue to test future versions of wine as they are released. I may test the most recent CVS version of wine and maybe even *shudders* wineX, to see if the issue is fixed.
OK, now the good news: QuArk6.4 alpha1 and alpha2 had some issues running uder wine, most notably the fact that the 'edit' and 'toolbox' button in the texture toolbox did not work. That has since changed in alpha3, which seems to work flawlessly. I have also tested both with the 2.6.0 and 2.6.1 kernels (vanilla kernels from www.kernel.org), and I am happy to report no problems with 6.3 and 6.4 alpha 3 after upgrade. If anything, thanks to a couple of memory handling and paging improvements, all of my apps run under wine seem to have received a nice little speed boost.
slight |
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19. |
Bob Dizzy Steels
Tue Jan 13, 2004 / 09:40pm PST
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Stanislav, here goes netvis error (If I comment include..netvis out of the makefile it doesnt happen:
g++ -I common -I template -Wall -c -O2 -g -D SYSTEM_POSIX -D NDEBUG -D GNU_COMP ILER -DHAVE_CONFIG_H -I hlvis -I netvis -D ZHLT_NETVIS -D CXX_IMPORTS -onetvis/r elease/SocketThreads.o netvis/SocketThreads.cpp In file included from netvis/netvis.h:14, from netvis/SocketThreads.cpp:1: netvis/NetvisSession.h:12:25: cc++/socket.h: No such file or directory netvis/NetvisSession.h:13:25: cc++/thread.h: No such file or directory In file included from netvis/NetvisSession.h:14, from netvis/netvis.h:14, from netvis/SocketThreads.cpp:1: netvis/ZHLTThread.h:4:25: cc++/thread.h: No such file or directory In file included from netvis/NetvisSession.h:14, from netvis/netvis.h:14, from netvis/SocketThreads.cpp:1: netvis/ZHLTThread.h:6: `ost' is not a class or namespace netvis/ZHLTThread.h:8: `Thread' is not a class or namespace netvis/ZHLTThread.h:20: `timeout_t' was not declared in this scope netvis/ZHLTThread.h:20: syntax error before `)' token netvis/ZHLTThread.h:25: syntax error before `::' token netvis/ZHLTThread.h: In member function `bool ZHLTThread::_zhlt_isCancelled()': netvis/ZHLTThread.h:18: `m_Cancelled' undeclared (first use this function) netvis/ZHLTThread.h:18: (Each undeclared identifier is reported only once for each function it appears in.) netvis/ZHLTThread.h: In member function `bool ZHLTThread::_zhlt_isCancelled(...)': netvis/ZHLTThread.h:22: `timer' undeclared (first use this function) In file included from netvis/netvis.h:14, from netvis/SocketThreads.cpp:1: netvis/NetvisSession.h: At global scope: netvis/NetvisSession.h:58: `ost' is not a class or namespace netvis/NetvisSession.h:60: `TCPSocket' is not a class or namespace netvis/NetvisSession.h:62: syntax error before `::' token netvis/NetvisSession.h:64: syntax error before `::' token netvis/NetvisSession.h:74: type specifier omitted for parameter `ost' netvis/NetvisSession.h:74: syntax error before `::' token netvis/NetvisSession.h:75: syntax error before `::' token netvis/NetvisSession.h:92: syntax error before `::' token netvis/NetvisSession.h:104: syntax error before `::' token netvis/NetvisSession.h:106: syntax error before `::' token netvis/NetvisSession.h:108: syntax error before `::' token netvis/NetvisSession.h: In destructor `virtual NetvisSession::~NetvisSession()': netvis/NetvisSession.h:78: `Terminate' undeclared (first use this function) netvis/NetvisSession.h: At global scope: netvis/NetvisSession.h:123: syntax error before `::' token netvis/NetvisSession.h:132: syntax error before `::' token netvis/NetvisSession.h:134: syntax error before `::' token In file included from common/winding.h:13, from hlvis/zones.h:13, from hlvis/vis.h:18, from netvis/packet.h:10, from netvis/netvis.h:15, from netvis/SocketThreads.cpp:1: common/boundingbox.h:6: warning: ignoring #pragma warning In file included from hlvis/zones.h:14, from hlvis/vis.h:18, from netvis/packet.h:10, from netvis/netvis.h:15, from netvis/SocketThreads.cpp:1: common/boundingbox.h:6: warning: ignoring #pragma warning In file included from netvis/netvis.h:15, from netvis/SocketThreads.cpp:1: netvis/packet.h: In constructor `VIS_DONE_PORTAL::VIS_DONE_PORTAL()': netvis/packet.h:212: warning: invalid offsetof from non-POD type `class VIS_DONE_PORTAL'; use pointer to member instead netvis/packet.h: In constructor `VIS_SYNC_PORTAL::VIS_SYNC_PORTAL()': netvis/packet.h:263: warning: invalid offsetof from non-POD type `class VIS_SYNC_PORTAL'; use pointer to member instead netvis/packet.h: In constructor `VIS_SYNC_PORTAL_CLUSTER::VIS_SYNC_PORTAL_CLUSTER()': netvis/packet.h:333: warning: invalid offsetof from non-POD type `class VIS_SYNC_PORTAL_CLUSTER'; use pointer to member instead netvis/packet.h: In constructor `VIS_MIGHTSEE_DATA::VIS_MIGHTSEE_DATA()': netvis/packet.h:850: warning: invalid offsetof from non-POD type `class VIS_MIGHTSEE_DATA'; use pointer to member instead netvis/SocketThreads.cpp: In member function `virtual void PingThread::Run()': netvis/SocketThreads.cpp:16: call of overloaded `_zhlt_isCancelled()' is ambiguous netvis/ZHLTThread.h:17: candidates are: bool ZHLTThread::_zhlt_isCancelled() netvis/ZHLTThread.h:21: bool ZHLTThread::_zhlt_isCancelled(...) netvis/SocketThreads.cpp:22: `Sleep' undeclared (first use this function) netvis/SocketThreads.cpp: In member function `virtual void StatusDisplayThread::Run()': netvis/SocketThreads.cpp:43: call of overloaded `_zhlt_isCancelled()' is ambiguous netvis/ZHLTThread.h:17: candidates are: bool ZHLTThread::_zhlt_isCancelled() netvis/ZHLTThread.h:21: bool ZHLTThread::_zhlt_isCancelled(...) netvis/SocketThreads.cpp:54: call of overloaded `_zhlt_isCancelled()' is ambiguous netvis/ZHLTThread.h:17: candidates are: bool ZHLTThread::_zhlt_isCancelled() netvis/ZHLTThread.h:21: bool ZHLTThread::_zhlt_isCancelled(...) netvis/SocketThreads.cpp: In function `void ConnectToServer(const char*, short int)': netvis/SocketThreads.cpp:89: `ost' undeclared (first use this function) netvis/SocketThreads.cpp:89: syntax error before `::' token netvis/SocketThreads.cpp:93: `ia' undeclared (first use this function) netvis/SocketThreads.cpp:94: no matching function for call to `NetvisSession:: Start()' netvis/SocketThreads.cpp:97: syntax error before `::' token netvis/SocketThreads.cpp: In function `void StartNetvisSocketServer(short int)': netvis/SocketThreads.cpp:118: no matching function for call to ` NetvisSocketServer::NetvisSocketServer(short int&)' netvis/NetvisSession.h:118: candidates are: NetvisSocketServer::NetvisSocketServer() netvis/NetvisSession.h:118: NetvisSocketServer::NetvisSocketServer(const NetvisSocketServer&) netvis/SocketThreads.cpp:119: no matching function for call to ` NetvisSocketServer::Start()' netvis/SocketThreads.cpp: In function `void StartPingThread()': netvis/SocketThreads.cpp:137: no matching function for call to `PingThread:: Start()' netvis/SocketThreads.cpp: In function `void StartStatusDisplayThread(unsigned int)': netvis/SocketThreads.cpp:155: no matching function for call to ` StatusDisplayThread::Start()' make: *** [netvis/release/SocketThreads.o] Error 1
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Hope that helps you... I'll make me "a very small shell script" that compiles my map with hlcsg under wine and the rest with the native tools, and tell you how far I got. I've completely given up on windows now, so either that or no more mapping.
I've voted for that bug. AND you should all go to that Native Linux HL page and vote!
If anybody cares, you can select brushes in (wined) hammers 3d view if u click where they supposed to be. Doesnt seem to be completely screwed then. No?
Steels. comment modified on Tue Jan 13, 2004 / 10:09pm PST |
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20. |
NoOne
Sun Mar 07, 2004 / 12:42am PST
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when i run quark and try to make a new half-life map, quark crash.....
--- QuArK --- Quake Army Knife QuArK 6.4 alpha
Traceback (most recent call last): File "C:\quark\quarkpy\qmacro.py", line 34, in MACRO_displaymap mapeditor.MapEditor(self) # new map editor File "C:\quark\quarkpy\qbaseeditor.py", line 54, in __init__ self.setupchanged(None) File "C:\quark\quarkpy\mapeditor.py", line 156, in setupchanged self.AutoSave(None) File "C:\quark\quarkpy\mapeditor.py", line 165, in AutoSave time1 = autosavetime() File "C:\quark\quarkpy\mapeditor.py", line 327, in autosavetime minutes, = quarkx.setupsubset(SS_MAP, "Building")["AutoSave"] ValueError: too many values to unpack |
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26 results, 2 pages, viewing page 1. prev [ 1 2 ] next
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